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D3D10_TEXTURE2D_DESC desc;
desc.Width = 256;
desc.Height = 256;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ;
desc.MiscFlags = 0;
ID3D10Texture2D *pTexture = NULL;
g_pd3dDevice->CreateTexture2D( &desc, NULL, &pTexture );
// Create the shader-resource view
D3D10_SHADER_RESOURCE_VIEW_DESC srDesc;
srDesc.Format = desc.Format;
srDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srDesc.Texture2D.MostDetailedMip = 0;
srDesc.Texture2D.MipLevels = 1;
ID3D10ShaderResourceView *pShaderResView = NULL;
g_pd3dDevice->CreateShaderResourceView( pTexture, &srDesc, &pShaderResView );
D3D10_MAPPED_TEXTURE2D mappedTex;
pTexture->Map( D3D10CalcSubresource(0, 0, 1), D3D10_MAP_WRITE_DISCARD, 0, &mappedTex );
各位大牛,麻烦帮忙看一下,我按照微软官网上面的实例代码写的程序,为什么Map会出错呢? |
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